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Credits

MarinahToh; lookang

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Game - Open Educational Resources / Open Source Physics @ Singapore"

Executive Summary:

This briefing document reviews a specific educational resource developed during the SLS (Student Learning Space) Hackathon in 2019 by Admiralty Primary School. The resource is an interactive game focused on English Language learning, specifically the matching of past and present tense verbs. This game, like other projects from the SLS Hackathon, is designed to be embedded within the SLS platform and provides a gamified approach to learning. The initiative is part of a broader effort by Open Educational Resources / Open Source Physics @ Singapore to create and share interactive learning tools for various subjects and levels.

Main Themes and Important Ideas/Facts:

  1. SLS Hackathon as a Catalyst for Educational Resource Creation:
  • The resource was a product of the "SLS Hackathon 2019," indicating a program aimed at fostering the development of educational tools for the Singapore Student Learning Space platform.
  • The mention of other SLS Hackathon projects by different schools (e.g., Crest Secondary, Woodlands Secondary, YIJC, EJC) highlights the collaborative and widespread nature of this initiative to create diverse learning resources.
  • The hackathon format suggests a rapid development cycle and a focus on practical, implementable solutions for educational needs.
  1. Focus on Interactive and Gamified Learning:
  • The core of the reviewed resource is a "Match Past to Present Tense Game," indicating a pedagogical approach that leverages gamification to engage primary school students in learning English grammar.
  • The availability of an "Embed this model in a webpage:" iframe code strongly suggests that the game is designed for seamless integration within the SLS platform or other online learning environments. This emphasizes the focus on practical application in digital learning spaces.
  1. Open Educational Resources and Collaboration:
  • The resource is hosted under the "Open Educational Resources / Open Source Physics @ Singapore" umbrella, signifying a commitment to openly sharing educational materials.
  • The inclusion of "Credits MarinahToh; lookang" acknowledges the creators of this specific resource, highlighting the collaborative nature of OER development.
  1. Specific Learning Objectives and Target Audience:
  • The resource is explicitly labeled for "Primary" school students and categorized under "English Language" and "Games." This clearly defines the target audience and subject matter.
  • The presence of a "Sample Learning Goals" section (though the content is "[texthttps://weelookang.blogspot.com/2019/06/sls-hackathon-by-admiralty-primary_25.html" suggests a history of development and potential updates to the resource. The provided link likely offers further information or the original context of the game's creation.
  1. Integration within a Broader Ecosystem of Educational Tools:
  • The extensive list of other resources, many also originating from SLS Hackathons or related initiatives, demonstrates a rich ecosystem of interactive learning tools being developed and shared within this community. These range from grammar games to physics simulations and mathematics tools, indicating a multidisciplinary approach to OER creation.
  • The variety of formats (JavaScript Simulation Applet HTML5, HTML5 Interactive) showcases the use of modern web technologies to deliver engaging learning experiences.
  1. Support for Educators:

Conclusion:

The "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game" exemplifies a practical outcome of the SLS Hackathon initiative. It provides a targeted, interactive learning tool for primary school English language education, specifically focusing on verb tense. Its design for easy embedding within web platforms and its presence within a larger collection of open educational resources highlight a commitment to leveraging technology and collaborative development to enhance learning experiences in Singapore. While the provided excerpts lack specific details about the game's mechanics and effectiveness, the context strongly suggests a valuable contribution to the growing library of digital educational resources for the SLS platform. Further investigation into the linked blog post and potentially trying the embedded game would provide a more comprehensive understanding of its pedagogical value.

 

 

Study Guide: SLS Hackathon by Admiralty Primary Match Past to Present Tense Game

Overview of the Resource

This resource is a webpage from Open Educational Resources / Open Source Physics @ Singapore that features an embedded interactive game. The game, titled "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game," was likely created during the SLS (Singapore Student Learning Space) Hackathon in 2019. It is designed for primary school students and focuses on English language learning, specifically the matching of past and present tense verbs. The webpage provides a link to run the game in a webpage via an iframe embed. It also lists credits for the creators (MarinahToh and lookang) and includes a version link. The page is part of a larger collection of interactive resources and examples stemming from various SLS Hackathon events, covering diverse subjects and grade levels.

Key Concepts and Features

  • SLS Hackathon: A collaborative event focused on creating resources for the Singapore Student Learning Space.
  • Open Educational Resources (OER): Freely accessible and reusable educational materials.
  • Interactive Game: A learning tool that engages students through active participation.
  • Past and Present Tense: Grammatical concepts focused on verb forms indicating time.
  • Primary Education: The target audience for this specific game.
  • Embeddable Content: The game can be integrated into other webpages using an iframe.
  • Community Contribution: The resource is credited to specific individuals, highlighting the collaborative nature of OER development.
  • Diverse Examples: The webpage is nested within a collection showcasing various educational games and simulations created during SLS Hackathons for different subjects (English, Math, Science, Computing, etc.) and educational levels.

Quiz

Answer the following questions in 2-3 sentences each.

  1. What is the main subject area and grammatical focus of the "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game"?
  2. Who are credited with the creation of this particular past to present tense matching game?
  3. What does SLS stand for, and what was the purpose of the SLS Hackathon mentioned on the webpage?
  4. For what educational level is the "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game" primarily designed?
  5. How is the interactive game made accessible for use on other websites or learning platforms, as indicated on the webpage?
  6. Besides English language games, what other subject areas are represented in the broader collection of SLS Hackathon examples listed on the page? Provide at least two examples.
  7. What does the acronym OER stand for, and what is a key characteristic of these types of resources?
  8. Based on the URL provided for the game's version, on what platform or website might one find more information from one of the creators ("weelookang")?
  9. What is the year associated with the SLS Hackathon that produced this particular game?
  10. What is the general license type mentioned at the bottom of the webpage for the contents of Open Educational Resources / Open Source Physics @ Singapore?

Quiz Answer Key

  1. The game focuses on English language learning, specifically on the grammatical concept of verb tenses, requiring students to match past tense verbs with their present tense forms. This interactive activity aims to reinforce understanding of these verb conjugations.
  2. The "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game" is credited to MarinahToh and lookang, indicating they were the individuals responsible for its creation and contribution to the Open Educational Resources platform.
  3. SLS stands for Singapore Student Learning Space, which is a national online learning platform. The SLS Hackathon was likely an event aimed at educators and developers to collaboratively create digital learning resources for this platform.
  4. The game is primarily designed for primary school students, as indicated by its title ("Admiralty Primary") and the likely simplicity of matching basic past and present tense verbs suitable for that educational level.
  5. The game can be embedded into other webpages using an iframe, as shown by the "Embed this model in a webpage" section and the provided HTML <iframe> tag, making it easily shareable and integrable into various online learning environments.
  6. The broader collection includes examples from mathematics (e.g., bubble sort, sentence scramblers involving mathematical concepts, geometry), science (e.g., heat transfer, kinematics, electrolysis), and computing (e.g., bubble sort algorithm, JavaScript simulations), showcasing a diverse range of educational applications.
  7. OER stands for Open Educational Resources. A key characteristic of OER is that they are freely available for use, adaptation, and sharing, often under open licenses that permit these activities.
  8. Based on the provided version link (https://weelookang.blogspot.com/2019/06/sls-hackathon-by-admiralty-primary_25.html), one might find more information and potentially other related content on the blog of "weelookang."
  9. The title of the resource explicitly mentions "SLS Hackathon 2019," indicating that the game was a product of the hackathon event held in that year.
  10. The webpage states that the contents are licensed under the Creative Commons Attribution-Share Alike 4.0 Singapore License, which is a type of open license that allows for sharing and adaptation with attribution and under the same licensing terms.

Essay Format Questions

  1. Discuss the potential benefits and drawbacks of using interactive games like the "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game" as educational tools for primary school students learning English grammar. Consider aspects of engagement, learning effectiveness, and accessibility.
  2. Analyze the significance of events like the SLS Hackathon in the context of educational technology and the development of Open Educational Resources. How do such collaborative initiatives contribute to the wider educational landscape?
  3. Explore the breadth of educational resources showcased on the Open Educational Resources / Open Source Physics @ Singapore webpage. What does the variety of subjects and formats suggest about the potential of technology in education?
  4. Considering the specific example of a past to present tense matching game, how can digital interactive resources be designed effectively to reinforce fundamental grammar concepts for young learners? What design principles might be important to consider?
  5. Reflect on the role of open licensing, such as the Creative Commons Attribution-Share Alike 4.0 Singapore License, in promoting the sharing and adaptation of educational materials. What are the implications of such licenses for educators and learners?

Glossary of Key Terms

  • SLS (Singapore Student Learning Space): A national online learning platform in Singapore providing curriculum-aligned resources and tools for students and teachers.
  • Hackathon: An event, typically lasting a few days, in which a large number of people meet to engage in collaborative computer programming. In an educational context, it often focuses on creating learning resources or tools.
  • Open Educational Resources (OER): Teaching, learning, and research materials that are in the public domain or released under an open license that permits their free use and re-purposing by others.
  • Interactive Resource: A digital learning material that requires active engagement from the user, often involving elements of manipulation, feedback, and responsiveness (e.g., games, simulations).
  • Past Tense: A grammatical tense used to describe actions or states that occurred at a point in time before the present.
  • Present Tense: A grammatical tense used to describe actions or states that are happening now or that are generally true or habitual.
  • Embed (iframe): To insert content (like a webpage or application) from one website into another website. An <iframe> (inline frame) is an HTML element that allows for this embedding.
  • Creative Commons License: A type of public copyright license that enables the free distribution of an otherwise copyrighted work. The Attribution-Share Alike 4.0 Singapore License specifically requires attribution to the original creator and that any derivative works are shared under the same license terms.
  • Simulation: A computer-based model of a real-world system or phenomenon, often used for educational purposes to allow learners to explore and interact with concepts.
  • Applet: A small application, often written in Java or JavaScript, designed to run within another application, typically a web browser.

arning Goals

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For Teachers

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Research

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Video

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 Version:

  1. https://weelookang.blogspot.com/2019/06/sls-hackathon-by-admiralty-primary_25.html

Other Resources

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Frequently Asked Questions about the SLS Hackathon and Open Educational Resources

1. What is the SLS Hackathon mentioned in this resource?

The SLS Hackathon, as exemplified by the "SLS Hackathon by Admiralty Primary Match Past to Present Tense Game," was an event where participants, likely educators and students, created interactive digital learning resources for Singapore's Student Learning Space (SLS). The Admiralty Primary game focused on English Language learning, specifically the matching of past and present tense verbs. The 2019 date associated with some hackathon resources suggests this particular event occurred around that time.

2. What are Open Educational Resources (OER) in the context of this website?

This website serves as a repository for Open Educational Resources (OER), particularly in the realm of physics and other subjects relevant to the Singapore curriculum. These resources, including interactive simulations, games, and applets, are freely available for educators and learners to use, adapt, and share, often under licenses like the Creative Commons Attribution-Share Alike 4.0 Singapore License. The goal is to promote accessible and engaging learning materials.

3. What types of interactive resources are available on this platform?

The platform hosts a wide variety of interactive resources, primarily developed using JavaScript and HTML5. These include educational games (like the past/present tense matching game, subtraction of apples, shoot multiples, vocabulary building games), physics simulations (covering topics like kinematics, heat transfer, electromagnetism, waves, optics, and mechanics), mathematics applets (demonstrating concepts like sorting algorithms, geometry, calculus, and number theory), and even some resources related to economics and chemistry.

4. Who are the creators and contributors to these resources?

The "Credits" section of the Admiralty Primary game mentions "MarinahToh; lookang" as contributors. Additionally, the website owner or primary contributor seems to be associated with "lookang," as indicated in various file paths and the user login information. The diverse range of hackathon projects also suggests contributions from various schools and individuals within the Singaporean educational community.

5. For whom are these interactive resources primarily intended?

While some resources are specifically labeled for "Primary" or "Secondary" levels, and others mention H2 Computing (a Singaporean pre-university subject), the overall collection appears to be designed for a broad range of learners and educators in Singapore. The subjects covered span primary science and mathematics to more advanced physics and computing concepts typically encountered in secondary and pre-university education.

6. How can these embedded resources be used?

Many of the resources, like the Admiralty Primary game, can be directly embedded into webpages using the provided iframe code. This allows educators to integrate these interactive elements seamlessly into their online lessons or learning management systems, such as the SLS. Students can then interact with these simulations and games directly within the learning environment.

7. What is the purpose of the "SLS Hackathon" in relation to the Student Learning Space?

The SLS Hackathon appears to be an initiative to encourage the creation of innovative and engaging learning resources that can be used within Singapore's national Student Learning Space (SLS). By providing a platform for educators and students to develop these interactive tools, the hackathon aims to enrich the digital learning content available on the SLS and foster a community of creators.

8. Are there any restrictions on using these resources?

The majority of the resources on this platform are licensed under the Creative Commons Attribution-Share Alike 4.0 Singapore License. This means that users are generally free to use, share, and adapt the resources, provided they give appropriate credit to the original creators and share any derivative works under the same or a compatible license. For commercial use of the EasyJavaScriptSimulations Library, a separate license needs to be obtained directly from the University of Murcia (um.es).

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